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Author Topic: Threshold for Emergency Jump  (Read 5603 times)
Rostin
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« on: February 10, 2015, 01:58:39 PM »

Hello all

Dumb question from someone of my game age... But what is the threshold of personnel damage needed to make a ship jump from combat? I am getting conflicting answers from some peers...

I was always under the impression that after 15% loss of personnel the ship would exit combat, but I've had someone tell me 10% and this thread herehttp://forum.astro-galaxy.com/index.php/topic,8464.0.htmlsays 25% is the magic number.

So i guess my REAL question is, what mk does an EMJO need to be in order to allow a ship to suffer maximum casualties before jumping away from battle?
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Rostin
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« Reply #1 on: February 12, 2015, 03:57:27 AM »

Bump?
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sargas
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« Reply #2 on: February 12, 2015, 11:13:44 AM »

I haven't really taken a good look at the EMJO. I sell them as soon as I can.

But, if a MK I is worth 5 %, a MK II should be 6.25% and a MK III 7.5%. I'll let you finish the math.
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Raptor
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« Reply #3 on: February 12, 2015, 11:31:49 AM »

The Consul is aware of the maths, Emperor. The question is: what is the BASIC emergency jump level without using overrides. If it's 10%, we'd need EMJOs to cover the addition 90%, but if it's 15% to begin with, an 85% EMJO will suffice.
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Raptor
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« Reply #4 on: February 12, 2015, 11:32:39 AM »

You see, in New Rome, we live by "aut cum scuto aut in scuto".  12
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sargas
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« Reply #5 on: February 12, 2015, 07:06:51 PM »

I  have been looking and this is the only official answer I have been able to find:

a 25% loss without EMJO is needed to jump a ship

http://forum.astro-galaxy.com/index.php/topic,8464.0.html

75% crew integrity without EMJO, 70% with EMJO MK I, 64.25% with EMJO MK II, etc...

or to look at it the other way:
25% loss without, 30% loss with MK I, 36.25% with MK II, etc...

« Last Edit: February 12, 2015, 07:18:38 PM by sargas » Report to moderator   Logged
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